C4D Physical Render – Tutorial Part Two

Cinema 4D Tutorial – C4D Physical Render – Tutorial Part Two

3D Artist Blow Up

This tutorial is the second part of a two part tutorial that Tim recently completed for 3D Artist magazine. If you would like to follow the first part where we set up a soft body dynamics simulation, then you’ll need to grab a copy of the magazine, issue 59. I’m sure that the first part will be available online in the future but for now you will have to purchase the magazine.

First part is now online here – http://luxx.tv/3dblowup

The second part however is FREE! If you don’t follow the first part then do not worry as you can download the scene file with the dynamics baked and then use this as your starting point for part two.

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In this tutorial Tim explores some of the new features of Cinema 4D Release 15, specifically working with global illumination using QMC and Light Mapping which is a fantastic combination. However there is a lot more than using GI in this tutorial. At one hour in duration you are sure to pick up some handy tips along the way.

We first generate some simple UVs so the texture sticks as the model deforms, then we build a material using a combination of shaders including sub-surface scattering, lumas, fresnel, layer shader and gradients. Sub-surface scattering shader can be quite daunting, Tim shows you how to choose the most appropriate settings for your scene and some tips for optimising the shader to speed up your renders.

Tim shows you how to convert a probe HDRI into a more suitable format for C4D so that we can light our scene with a sky object for image based lighting. To compliment the GI, we will use an Area Light and explore some of the parameters essential for controlling Area Shadows.

The tutorial uses the Physical Renderer in Cinema 4D and Tim shows you how to grapple with the parameters so you have speedy previews whilst setting up your scene. We make use of the Physical Depth of Field, adjusting our physical camera to fine tune the result.

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Of course, rendering with area shadows, depth of field and sub-surface scattering will heat your CPU somewhat, so Tim renders with the new Team Render in Cinema 4D to spread the load across several machines.

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In the tutorial Tim used an HDR image that isn’t included in the download due to copyright, but it is a free HDRI, so you can go download it yourself from here.

If you enjoyed this free tutorial then perhaps you’d be interested in some more of Tim’s professional training. There’s a 20% discount code on Tim’s training that is valid until Sunday 22nd September 2013.

The discount code is IBC2013

Watch the tutorial on Vimeo for the full HD goodness and download the scene file to follow along here.

3dartist_blowup06

Author: admin

6 Comments

  1. marco
    marco On October 31, 2013 at 12:58 PM Reply

    Great! thank you!

  2. nando
    nando On December 18, 2013 at 7:39 AM Reply

    Hi, I would like to know how do you set up the mesh of the text to create a good blow, because I am trying to do with another kind of typography and is impossible to get a good result.

    Thanks.

    • admin
      admin On December 18, 2013 at 10:39 AM Reply

      @nando you need to model the text with an even topology, simply extruding a spline will not produce the best results unfortunately.

  3. nando
    nando On December 19, 2013 at 1:21 PM Reply

    I ´m Sorry but it´s over my head. I ´m curious about that. I tried to make it in a lot of ways with different ideas to create a mesh more or less like the subdivisions you created in the typography of the magazine and I don´t know how to achieve it.

    Anyway .

    Thanks a lot for sharing your knowledge . Your work is amazing.

  4. Matt
    Matt On February 13, 2014 at 8:41 AM Reply

    Hi,
    I’ve tried to follow along to part 1 of this tutorial and it looks great, but I’m also having trouble creating even topology with text of my own. I’ve tried using text splines and extruding as well as motext. But both leave lots of work to be done as far as creating an even mesh. And it seems that using tools like “close polygon hole” create more trouble than they’re worth. I’d love a short tutorial or some pointers on how to achieve even topology with text?

    Thanks

    • admin
      admin On February 13, 2014 at 9:31 AM Reply

      @Matt Sorry I don’t know a quick way of modelling type when this sort of topology is required. I normally bring the type in as a spline and then draw the polygons as 2D using snap to spline, then extrude this. It doesn’t take too long unless you have a lot of text!

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